ShaderX^2 books available for free download

Wolfgang Engel (editor in chief of the ShaderX series) kindly sent me copies of the two ShaderX^2 books last year, so that I could read through them and reference useful articles in writing the third edition of Real-Time Rendering (RTR3). He also provided us with the contents of the then-unpublished ShaderX^6 – he was a huge help in making RTR3 up-to-date.

While writing, I learnt that Wolfgang was willing to release the ShaderX^2 books electronically for free. However, he was advised by the publisher to check with the authors to see if they had any reservations. I like these books; some of the articles are dated, but there’s still solid material in many that should be made widely available. Also, I hated referencing articles in RTR3 that few people could actually go look up. Finally, I found that the PDFs of these two books were already being distributed illegally through a torrent. It struck me as unreasonable that the two ways to obtain these out-of-print books was through illegal downloading or through rather exorbitant prices in used-book markets (currently the prices are down in the $30 range; at one point last year the lowest price I saw for one of the books was $100).

Wolfgang didn’t have the time this Spring to gather permissions (he was busy at the time with GTA IV and other projects), and I wanted to begin to repay him for all his help. So, I spent some time these past two months getting permission release forms signed for the ShaderX^2 books. 66 article clearances later, I’m done! There were no objections from the authors, usually just the opposite, so the books are now generously being hosted for free download by gamedev.net:

ShaderX2: Introduction & Tutorials with DirectX 9

ShaderX2: Shader Programming Tips and Tricks with DirectX 9

The books are “ancient”, four years old, but there is some great material in them. Greg James’ article about rendering thick volumes has been cited by a number of later papers. I particularly enjoyed the articles by Mitchell et al. and Ansari in the Image Space section, as I love post-processing effects. They present lots of code snippets alongside solid theory. Which reminds me, we should also work on putting the CD-ROM’s contents up on the web – next task.

Also, the first ShaderX book has also been cleared for free download. Wolfgang is digging through his archives for a PDF version of this book, and I hope it will be available soon. In the meantime, all of the articles from authors at ATI (at the time) are available on the AMD/ATI website.

Update: see the ShaderX Books page at the ACM TOG site for a link to the first book and other related free resources.

Papers from 2008 conferences

One extremely valuable resource mentioned in our portal page is Ke-Sen Huang’s lists of paper preprints from recent conferences. In the last two months, a whole bunch of these have popped up for this year’s conferences. The most relevant of these are:

Some of the other conferences listed on Ke-Sen’s central page deal with topics, such as animation or geometry processing, which may also be of interest. In general, conferences such as these are fertile ground for finding cool and useful new ideas (along with some wildly impractical ones!).